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Numenera: Third Time Wasn't the Charm
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<blockquote data-quote="Xaelvaen" data-source="post: 7627946" data-attributes="member: 6681906"><p>Agreed - it took a good year for more sample Numenera to come out in an 'official' capacity, but right after its launch, there were a couple of massive fan-contribution sites that helped. As far as the Speed/Intellect damage, I can't remember if it is something we homebrewed, or a part of the playtests somewhere, but there was an option to take physical damage to either Might -or- Speed as you saw fit. Don't know if it ever made it into any of the other rules, in that I only own the Numenera core kickstarter material.</p><p></p><p>Beyond that, we also made some homebrew innovation so that Might/Speed/Intellect never took damage, and was instead purely an offensive resource for the players. Alternatively, we just gave each character Hit Points equal to each stat, and then moved the health chart to function off that instead of the 'attributes.' So like every single system we ever play, we had to have our own rule adjustments to enjoy it for any prolonged period of time. In fact, our big upset (and the reason we eventually moved on) was the limited character advancement. Six tiers with only 24 XP to advance made our typical campaign cap out very fast.</p><p></p><p> @<em><strong><u><a href="https://www.enworld.org/forum/member.php?u=42040" target="_blank">Retreater</a></u></strong></em> Sounds like the premades weren't very interesting. I do recall people saying the new Numenera material really cut down on the 'chosen abilities' at first level, because the original material usually had something like 3 abilities at first level, if not more. However, none of it really mattered, because in the end, Onslaught was the only thing a caster got that was really worth combat-beans.</p></blockquote><p></p>
[QUOTE="Xaelvaen, post: 7627946, member: 6681906"] Agreed - it took a good year for more sample Numenera to come out in an 'official' capacity, but right after its launch, there were a couple of massive fan-contribution sites that helped. As far as the Speed/Intellect damage, I can't remember if it is something we homebrewed, or a part of the playtests somewhere, but there was an option to take physical damage to either Might -or- Speed as you saw fit. Don't know if it ever made it into any of the other rules, in that I only own the Numenera core kickstarter material. Beyond that, we also made some homebrew innovation so that Might/Speed/Intellect never took damage, and was instead purely an offensive resource for the players. Alternatively, we just gave each character Hit Points equal to each stat, and then moved the health chart to function off that instead of the 'attributes.' So like every single system we ever play, we had to have our own rule adjustments to enjoy it for any prolonged period of time. In fact, our big upset (and the reason we eventually moved on) was the limited character advancement. Six tiers with only 24 XP to advance made our typical campaign cap out very fast. @[I][B][U][URL="https://www.enworld.org/forum/member.php?u=42040"]Retreater[/URL][/U][/B][/I] Sounds like the premades weren't very interesting. I do recall people saying the new Numenera material really cut down on the 'chosen abilities' at first level, because the original material usually had something like 3 abilities at first level, if not more. However, none of it really mattered, because in the end, Onslaught was the only thing a caster got that was really worth combat-beans. [/QUOTE]
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